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fazekaim

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About fazekaim

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  1. question about vbo memory-gpu copy

    the cycle runs 1 times, so it was irrelevant, but you are rigth, it was a code-problem, thanks...
  2. question about vbo memory-gpu copy

    running an opengl demo, the output is like this: GLE: Category: 0x00000008, MessageID: 0x00830003 A buffer object has been mapped Details: VBO 2, mapped WRITE_ONLY in SYSTEM HEAP (fast) so, there is some difference, but i don't know what could be...
  3. Hello, i render a modell containing 5000 vertexes. i user nvtristrip, and it create a 17000 index array to able to use tri_strip. i render it using vbos. and the nvidia instruction driver's output is: OGLE: Category: 0x00000008, MessageID: 0x00830004 A buffer object has been updated and the changes are being propagated Details: VBO 1, updated in HOST MEMORY OGLE: Category: 0x00000008, MessageID: 0x00830004 A buffer object has been updated and the changes are being propagated Details: VBO 1, updated in VIDEO OGLE: Category: 0x00000008, MessageID: 0x00830005 A buffer object has been configured for use (e.g. memory space selected) Details: VBO 1, sourcing VIDEO it means, that the vbos come from memory and not from vram. How can i happend? my vbo code (PrimitiveGroup come from nvtristrip): protected static int[] getModelIndexBuffers( PrimitiveGroup[] groups, int[] indexShiftings ){ int[] tempArray = new int[1]; int size = 0; for( int k=0; k<tempArray.length; ++k ){ size += groups[k].indices.length * BufferUtils.SIZEOF_SHORT; } gl.glGenBuffers( 1, tempArray, 0 ); gl.glBindBufferARB( GL.GL_ARRAY_BUFFER_ARB, tempArray[0] ); gl.glBufferDataARB( GL.GL_ARRAY_BUFFER_ARB, size, null, GL.GL_STATIC_DRAW_ARB ); int vertexGlobalIndex = 0; ShortBuffer vertexBuffer = gl.glMapBufferARB(GL.GL_ARRAY_BUFFER_ARB, GL.GL_WRITE_ONLY).asShortBuffer(); for( int k=0; k<tempArray.length; ++k ){ indexShiftings[k] = vertexGlobalIndex; int[] indexes = groups[k].indices; for (int i = 0; i < indexes.length; i++ ) { vertexBuffer.put( vertexGlobalIndex++, (short)indexes[i] ); } gl.glUnmapBufferARB(GL.GL_ARRAY_BUFFER_ARB); } gl.glBindBufferARB(GL.GL_ARRAY_BUFFER_ARB, 0); return tempArray; } can anyone help me? thanks...
  4. update2: if i don't add a subdivision layer to the surfce, the problem is gone. so, the cause of the problem is probably the subdivision layer, but i don't know why.
  5. update2: if i don't add a subdivision layer to the surfce, the problem is gone. so, the cause of the problem is probably the subdivision layer, but i don't know why.
  6. update: if i don't flip the model in blender, but in my code, the model works fine. i loaded it to 3ds max, and save-it and the problem is still exists... a have no idea what cause the problem...
  7. update: if i don't flip the model in blender, but in my code, the model works fine. i loaded it to 3ds max, and save-it and the problem is still exists... a have no idea what cause the problem...
  8. Hello, i created a wavesurface in beldner, then i flipped it around y-axis. in the renderng code, i turned on the backface culling and the result is: Demo picture using backface culling Demo picture with no backface culling i saveed the model to wavefront obj, and i tested render this wavesurface in every ways (triangles, vbos, triangle_strips using nvtristrip). in blender 2.41, everithing is fine, i can't test there this problem. i created 4-5 models, and the half of them suffer from this problem... has anybody met this problem? Thanks in advance... [Edited by - fazekaim on July 11, 2006 3:20:11 AM]
  9. Hello, i created a wavesurface in beldner, then i flipped it around y-axis. in the renderng code, i turned on the backface culling and the result is: Demo picture using backface culling Demo picture with no backface culling i saveed the model to wavefront obj, and i tested render this wavesurface in every ways (triangles, vbos, triangle_strips using nvtristrip). in blender 2.41, everithing is fine, i can't test there this problem. i created 4-5 models, and the half of them suffer from this problem... has anybody met this problem? Thanks in advance... [Edited by - fazekaim on July 11, 2006 3:20:20 AM]
  10. OpenGL early depth rendering

    Thanks guys! Is there any available tutorial about this? My render process: - render scene for water, flipped scene - render scene for shadows, using special projection matrix and color mask is false - render scene for the screen - render scene for a kind of blur effect i thought to able to make the rendering faster using early depth rendering...
  11. OpenGL early depth rendering

    Thanks a lot! one other question: can i use the depth values when i draw water (scaling with -1 in y direction) ?
  12. Hello, i read a lot of papers about performance tips using opengl, and "early depth rendering" is talked by in almost all of them. I searched on the google without significant result. Could anybody explain me how to realize early depth rendering? I have several rendering stages: - water - shadow - normal rendering - and a rendering for blur effect i hope i can use this to avoid innecessary depth writing. thanks...
  13. Thanks... Sad to hear that, i thought, it will speed up my rendering :)
  14. Hello, i render my modell now with gl.glEnable( GL.GL_CULL_FACE) and the rendering speedin doesn't speed up at all? Why is that? Or I'm waiting a speed up effect, that doesn't exist? (I'm using indexed VBOs...) Thanks, sorry for my english...
  15. oh, thanks... i read the opengl 2.0 reference, and i realized it too, i can't use compressed texture. Thanks a lot by the way...
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